Aller au contenu

Photo

Bioware: Proving you Wrong


  • Veuillez vous connecter pour répondre
178 réponses à ce sujet

#151
EnvyTB075

EnvyTB075
  • Members
  • 3 108 messages

AlanC9 wrote...

EnvyTB075 wrote...

Sounds like ME3 to me. In ME2 i'm using my powers (squad and my own) to demolish enemy defenses, leaving them exposed to my SMG.


Isn't that backwards? The SMG is better for stripping defenses than for kills -- if I was using an SMG I'd be using it to strip defenses so someone could kill the target with powers.


Only against Barriers and Shields, is only useful against armour with Cryo ammo and only becomes REALLY useful with the Shield piercing upgrade. However you use that in combination with Overload, Warp or concussive shot and you can delegate powers and focus to specific target. Yes it is a combination, but i find myself using firearms as finishers

The other thing you've brought up that i believe made the game so much more thoughtful was the special traits on certain weapons. AR's being all rounders, Pistols VERY good against armour, SMGs against barriers/shields. In ME3 that feels like its been totally removed, theres no incentive to switch up your weapons or carry more than two because every weapon will do fine.

And then you have the copious amount of t-clips so i'll never run out of Black Widow shots. In ME2 the Widow was the gun you went to when you needed some softer enemies downed quickly because they were suppressing you with Avengers (when theres several pointed at you, they're deadly), it only had 13 rounds at a T-clip only gives you 2 rounds back, rather than an entire ammo crate.

#152
shodiswe

shodiswe
  • Members
  • 4 999 messages

liggy002 wrote...

   A lot of people tell me not to get my hopes up about this latest DLC and I agree that I'm not going to get my hopes up.  However, you should bear in mind that you could very well be wrong about this latest DLC and what it has to offer.  Even Priestly, if you believe what he says, tells us that the DLC has grown by taking fan feed back into account.

  If that's anything to go by then perhaps we will see the Mako again.  Perhaps Harbinger and the Collectors will return and we will see more meaningful choices with a few more ME2 squad mate appearences.  And who knows...maybe somewhere down the line they will re do priority:Earth or even Mass Effect 3 itself.

  Why don't you flush out your negativity and think positive for once?  Perhaps with Leviathan and Omega they already had that DLC planned out and so there was no time to address the feedback but now with this DLC they do.

   I know I'm likely to see responses such as "Don't get your hopes up" or "Have you seen Leviathan and Omega?"  Well, have you considered asking yourself the question "What if I am wrong?"   Yes, I understand that they have hyped ME3 up and we were mislead into thinking the game was more than it is.  Still, I think that Bioware still understands the importance of fan feed back.

  It's just unfortunate that they are not doing anything else with the ending unless that is misinformation as well, but I don't think so.  Again, I'm not getting my hopes up, but I'm just saying that you could be wrong.   I do find it peculiar that they are keeping this DLC tightly under wraps and are mum about it.


I would love a fun mission and maybe some additions to Priority Earth... But I doubt it would happen, it's too good to be true and therefor I won't belive it until it happens.
It could still be an interesting DLC, I like the citadel and there wasn't much of it in ME3.

#153
BleedingUranium

BleedingUranium
  • Members
  • 6 118 messages

EnvyTB075 wrote...

The other thing you've brought up that i believe made the game so much more thoughtful was the special traits on certain weapons. AR's being all rounders, Pistols VERY good against armour, SMGs against barriers/shields. In ME3 that feels like its been totally removed, theres no incentive to switch up your weapons or carry more than two because every weapon will do fine.


I find they're still like that.

#154
nos_astra

nos_astra
  • Members
  • 5 047 messages

chemiclord wrote...
Ya know what?  Fine.  Your "devotion" makes you more valuable to a company.  Go ahead and believe that.  And when that company "betrays" you again (and they will), I'll look forward to drinking those tears once more.

Actually it does. Customer loyalty is more profitable than aquiring new customers. 

Modifié par klarabella, 17 février 2013 - 11:02 .


#155
ME859

ME859
  • Members
  • 300 messages

Kel Riever wrote...

I would LOVE to be wrong. I don't consider being wrong if something is fixed to be a problem.


Exactly.  Who wants to be right about Bioware keeping the non-sensical, unspectacular, anti-climatic ending?  I'm sorry to say it but if Leviathan and Omega were products of fan feedback, we're screwed.  

#156
spirosz

spirosz
  • Members
  • 16 354 messages

BleedingUranium wrote...

EnvyTB075 wrote...

BleedingUranium wrote...

I fail to see how the gameplay improving with each game is making it "more CoD-like". I swear most people don't even know what makes CoD bad (90% of it is terrible gameplay/game mechanics), and just use the name for anything they don't like.


ME2 > ME3 wasn't an improvement. Certain aspects yes, but overall? Nope.


Name one thing about ME2's gamplay mechanics that are better than 3.


Dialogue is a gameplay mechanic and is far superior in ME2. Interrupt system as well.

#157
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
I am about to do something very hypocritical.

I was the person who brought this thread off topic way back on page 5.


So let me ask you, what are your expectations of the next DLC?
I'm not expecting very much. Just a dumb, fun action packed ride with lots of Michael Bay explosions and very little story.

#158
AlanC9

AlanC9
  • Members
  • 35 618 messages

Abraham_uk wrote...


So let me ask you, what are your expectations of the next DLC?
I'm not expecting very much. Just a dumb, fun action packed ride with lots of Michael Bay explosions and very little story.


Why would they bring all the writers and VAs on for that?

#159
DirtyPhoenix

DirtyPhoenix
  • Members
  • 3 938 messages

AlanC9 wrote...

Abraham_uk wrote...


So let me ask you, what are your expectations of the next DLC?
I'm not expecting very much. Just a dumb, fun action packed ride with lots of Michael Bay explosions and very little story.


Why would they bring all the writers and VAs on for that?


So that all the characters can be a part of the dumb, fun packed ride with explosions.. duh!

#160
crimzontearz

crimzontearz
  • Members
  • 16 779 messages
Bioware


goddamit give me some shotgun ultra light materials mod

#161
Iakus

Iakus
  • Members
  • 30 284 messages

Abraham_uk wrote...

I am about to do something very hypocritical.

I was the person who brought this thread off topic way back on page 5.


So let me ask you, what are your expectations of the next DLC?
I'm not expecting very much. Just a dumb, fun action packed ride with lots of Michael Bay explosions and very little story.


My expectations:

1) midgame adventure, probably based on the Citadel (the "Citadel DLC)
2) 300-500 more War Assets we won't see on Earth
3) squad banter, much like Leviathan
4) More retroactive forshadowing of the Catalyst and Shepard's death to justify not offering another way.

More possibilities

1) New hub Not a "hub" as such, but a new section of the Citadel will remain open after the DLC.  Likely the casino in the screenshot.  It could be a place for Shepard to drink, dance, and gamble credits between missons

2) Returning characters:  we'll probably see returning favorites, including former ME2 squadmates in cameos.

3) Second dates.  Aside form the endings, romance DLC seems to be the most asked-for feedback (I seems to recall a binder of suggestions was delivered to Bioware at some point last year).  Thus there will probably be more romance/friendship dialogue as part of the dlc.  

And for a short time, you can forget that in the end, it will all turn to ashes...

#162
Nykara

Nykara
  • Members
  • 1 929 messages

klarabella wrote...

chemiclord wrote...
Ya know what?  Fine.  Your "devotion" makes you more valuable to a company.  Go ahead and believe that.  And when that company "betrays" you again (and they will), I'll look forward to drinking those tears once more.

Actually it does. Customer loyalty is more profitable than aquiring new customers. 


Especially when trying to milk an exsisting title for more $$$

#163
MrGMM88

MrGMM88
  • Members
  • 329 messages
No DLC can fix the mess that is ME3 and i am not going to spend anymore money on it.

At best they manage to pull of one nice side story but thats it.

#164
liggy002

liggy002
  • Members
  • 5 337 messages

chemiclord wrote...

liggy002 wrote...

"For us, our primary goal -- and I know people say this a lot but it’s actually true -- it’s not to make money; it’s to make awesome games.


  Quoted from Chivalry.  Well then I hope that you don't make games yourself because clearly you don't know what game making is about.  The first goal should be to make awesome games and making money should be a secondary concern.  The money isn't an issue because it will naturally follow if you make awesome games.  See the Witcher 2 and CD Projekt Red.


You don't honestly believe that bull****, do you?

If they got a message from their future selves saying "this game won't make you any money", guess what they'd do?  That game would not be made.  Full stop.  It's ALL about the money.

...

Ya know what?  Fine.  Your "devotion" makes you more valuable to a company.  Go ahead and believe that.  And when that company "betrays" you again (and they will), I'll look forward to drinking those tears once more.



You must be one of the EA executives.   I'd say it's a pleasure to meet you but.....   Obviously, the aim is to make money and you will but if your game quality suffers as a result, so will your business.  You clearly don't get it.

#165
AlanC9

AlanC9
  • Members
  • 35 618 messages

liggy002 wrote...

You must be one of the EA executives.   I'd say it's a pleasure to meet you but.....   Obviously, the aim is to make money and you will but if your game quality suffers as a result, so will your business.  You clearly don't get it.


I believe chemiclord's point is that saying that what the "true fans" want = quality isn't sensible in the first place.

Any game's going to do some things better than others. And sometimes a thing the game is trying to do will be something you're either indifferent to or actively dislike. It looks like the "true fans" dislike some of the things Bio wants to do  (like non-triumphant endings) and aren't interested in some of the others (like a more cinematic experience). That's a bit sad, but it is what it is.

"True fans" in quotes because I'm as long-term a Bio fan as there is, but I don't have a big problem with their recent products -- except for DA2's appalling art direction.

Modifié par AlanC9, 17 février 2013 - 10:31 .


#166
Rudy Lis

Rudy Lis
  • Members
  • 2 097 messages

Dragoonlordz wrote...

...not be changing the ending choices and outcomes...


Not changing endings? You told me that variety is the spice of life, why stick to those narrow selection of flavours - bitter and sweet? And why those two were chosen, I wonder? Why not mustard mayonnaise, or dill, parsley and celery marinade, hot cayenne pepper with sesame and fennel seeds, or simple, honest to God spiced salty?


iakus wrote...

And for a short time, you can forget that in the end, it will all turn to ashes...


How many Ashes? Because one is definitely not enough.

#167
chemiclord

chemiclord
  • Members
  • 2 499 messages

AlanC9 wrote...

I believe chemiclord's point is that saying that what the "true fans" want = quality isn't sensible in the first place.

Any game's going to do some things better than others. And sometimes a thing the game is trying to do will be something you're either indifferent to or actively dislike. It looks like the "true fans" dislike some of the things Bio wants to do  (like non-triumphant endings) and aren't interested in some of the others (like a more cinematic experience). That's a bit sad, but it is what it is.

"True fans" in quotes because I'm as long-term a Bio fan as there is, but I don't have a big problem with their recent products -- except for DA2's appalling art direction.


Kinda.

It's also the issue of what exactly is a "devoted fan" to begin with?  I mean, good luck pinning that down and coming up with something that is uniform in wants/needs to form a game around.  There's no consensus beyond vague generalities even here in the den of most venomous negativity.

"WE WANT A BETTER ENDING!"  Then the moment you start talking specifics as to what exactly would MAKE that "better ending" it completely falls apart once it's determined that what half of these "devoted fans" want is in direct objection to the other half.

It's easy to say, "Well, obviously what I want is more important!"... until you realize that the OTHER "devoted fans" are saying the exact same thing about what THEY want.

At the end of the day, a developer can only make the game THEY want to make, regardless as to what that is... and frankly, the primary drive is going to be what they think makes them the most money.  Does it always work as intended?  Of course not.  Games bomb, some games don't... but it's not because they did or didn't cater to this ever moving target of "devoted fans."

This nonsense about Chivarly is the same sort of PR noise that Hudson is being raked over the coals for.  If Chivalry doesn't sell, that game is going to be dropped like an aging starlet in Hollywood.  The "desire to make great games that people love" goes as far as its ability to make money.  Bethesda, CDProjekt Red, Square... name any company wanting to produce AAA titles, and that is going to be the singularly driving truth to it all.

That's ALWAYS been true for EVERY developer, even Bioware right from the beginning.  Had they felt Baldur's Gate wouldn't have sold... we don't see Baldur's Gate.  Hell, it wouldn't have even gotten off the ground floor.  End of story.  They didn't stop caring about making good games, and just suddenly got greedy now.  They produced a game you didn't like.  That's literally all there is to it.

Modifié par chemiclord, 17 février 2013 - 11:04 .


#168
Dragoonlordz

Dragoonlordz
  • Members
  • 9 920 messages

Rudy Lis wrote...

Dragoonlordz wrote...

...not be changing the ending choices and outcomes...


Not changing endings? You told me that variety is the spice of life, why stick to those narrow selection of flavours - bitter and sweet? And why those two were chosen, I wonder? Why not mustard mayonnaise, or dill, parsley and celery marinade, hot cayenne pepper with sesame and fennel seeds, or simple, honest to God spiced salty?


By all means ask for something different, but at same time realise that what you want is not what someone else wants, due to the timeframe limitation of DLC creation before full development of the next game begins it is merely choosing which peoples desired content to create within that timeframe whether thats what you want or what I want and also what Bioware want. In this case Bioware have already stated what they do and do not want, therefore that is what based my last response on plus application of common sense about what is and is not realistic at this time.

As for variety a new IP should be different to the another IP and that is the variety I always talk about, but within same franchise they should remain similar. Now the bone of contention between me and some others here is that they feel ME3 was vastly different to previous ones, I do not see it that way, it has the same general systems even if slightly tweaked like for example slight adjustments to skills and equipment systems, the autodialogue always has existed but was increased in use this time around but the major thing is the themes others "percieved" as intended were not what I percieved.

Other than the quite heavy autodialogue I felt ME3 was no more different than how ME2 was different from ME1. The ability to choose dialogue, skills, equipment, branching storylines all continued to exist in all three games just at different levels. The main theme I felt was consistant between the three games which was stopping the Reapers and we were never going to find out the motivations of the Reapers until the end (regardless of whether or not like the motivation), individual titles within that trilogy had additional themes limited to the individual titles storylines, all had these variations but they were merely subthemes and even then would be relying on percieved theme vs intended but intended is the only one that matters in reality. 

Some people percieved a phoenix or Shepard being invincible happy ever after type theme while I percieved no such thing as the intended, I percieved a war is hell, loss and sacrifice to achieve goals from the first title all way upto the third and that remained true for me. The problem with perceived themes is all that is required to claim was such was merely finding just one example or event from each title regardless of whether or not was intended to be a theme at all and essentially trying to hold a developer to ransom over something they never intended in first place. I do not know if my perceived theme was the intended one or other peoples percieved themes but I do realise the only ones who knows what they intended is Bioware and I have no intention of trying to hold them ransom over merely my perception.

Modifié par Dragoonlordz, 18 février 2013 - 08:39 .


#169
Rudy Lis

Rudy Lis
  • Members
  • 2 097 messages

Dragoonlordz wrote...

By all means ask for something different, but at same time realise that what you want is not what someone else wants, due to the timeframe limitation of DLC creation before full development of the next game begins it is merely choosing which peoples desired content to create within that timeframe whether thats what you want or what I want and also what Bioware want. In this case Bioware have already stated what they do and do not want, therefore that is what based my last response on plus application of common sense about what is and is not realistic at this time.


It's more like voice in the wilderness now. I'm just curios, why all that mass insanity effect with "bitter-sweetness"? Devs got tired of corny happyendings and all of a sudden, out of blue and decided they need to kill someone who is not bad guy and not just seventeenth pikeman in twenty fifth row and caught new trend - bittersweet? Oh my gosh, it that contagious? Is HAZMAT notified? Judging on size of that epidemic outbreak, we may be in danger too!
So no, I do not expect anything great from DLC, aside from fixing most obvious bugs (some dating back to March 2012Image IPB), trying to improve storytelling and absense of  Sisyphean attempts to fix holey blanket with holey patches and rotten threads (yeah, I mean seafood DLC and idee fixe to brought us happiness through "AK-47 printed circuit boards for everyone"). But I know they wont, so, like I said, voice in the wilderness.


Dragoonlordz wrote...

As for variety a new IP should be different to the another IP and that is the variety I always talk about, but within same franchise they should remain similar.


Well, from my point of view (I haven't played Jade Empire), problem with different IPs that they are not that different. I mean what difference between who is protagonist - monk, anyone, one of two main antagonists in game or some guy I should take as officer, if templates are the same? Universes are different, dresses are different, VO sometimes different, but overall idea is so similarly the same? *read with voice of that omnipresent announcer, apparently suffering from antritis and running nose* Protagonist pursuing the bad guy only to learn that bad guy is just underling and bad guy is "great auld evol"/his teacher/himself/another great old evil, apparently stolen inspired by Star Control. Saving the world comes with the territory.

Dragoonlordz wrote...

Now the bone of contention between me and some others here is that they feel ME3 was vastly different to previous ones, I do not see it that way, it has the same general systems even if slightly tweaked like for example slight adjustments to skills and equipment systems, the autodialogue always has existed but was increased in use this time around but the major thing is the themes others "percieved" as intended were not what I percieved. 


If we go to similarities/differences between ME installation, I'd say main differences are a) decaying background description and storytelling in general, up to a degree I can no longer ignore, because it is outright garbage and it is not artistic integrity, but lazyness (or worse) and B) Shepard going full retard in direction I don't like (why you need cameras in Academy? For students' porn, what else for!). Should that be a bit different direction, we could got ourselves a good dark comedy.
Alas, woe-woe. (hint - MOAR of Natalia Cigliuti (dat voice!Image IPBImage IPB)).


Dragoonlordz wrote...

Other than the quite heavy autodialogue I felt ME3 was no more different than how ME2 was different from ME1. The ability to choose dialogue, skills, equipment, branching storylines all continued to exist in all three games just at different levels.


To tell the truth, skills, perks, equipment - are not sign of RPG to me. You can choose equipment in Battlefield 3 - is that RPG (unless that RPG-7)? Or some "perks", allegedly added in Call of Duty series (haven't played so dunno), do they turn CoD into RPG? Branching dialogues - do they mean something (i.e. offer different outcomes), or just depends whether or not your scars going to heal themselves or you go all fu-bar? Same for branching storylines, depends on scale of branch. If John Doe is replaced with James Dork, just because someone didn't wanted us to miss something...


Dragoonlordz wrote...

The main theme I felt was consistant between the three games which was stopping the Reapers and we were never going to find out the motivations of the Reapers until the end (regardless of whether or not like the motivation), individual titles within that trilogy had additional themes limited to the individual titles storylines, all had these variations but they were merely subthemes and even then would be relying on percieved theme vs intended but intended is the only one that matters in reality. 


Agreed.
Slight derailment, though - I've heard good relations about Metal Gear Solid series (and japanese games in general, from storyline perspective (and *sniff* animation)), but because of my incompatibility with gamepads I cannot experience it myself and don't have patience to watch through all of them. Do have they additional accents or topics/themes added? From what I've heard, Kojima is praised for that.


Dragoonlordz wrote...

Some people percieved a phoenix or Shepard being invincible happy ever after type theme while I percieved no such thing as the intended, I percieved a war is hell, loss and sacrifice to achieve goals from the first title all way upto the third and that remained true for me. The problem with perceived themes is all that is required to claim was such was merely finding just one example or event from each title regardless of whether or not was intended to be a theme at all and essentially trying to hold a developer to ransom over something they never intended in first place. I do not know if my perceived theme was the intended one or other peoples percieved themes but I do realise the only ones who knows what they intended is Bioware and I have no intention of trying to hold them ransom over merely my perception.


As you know, I agree with your general stance over ME storylines, but as I perceived them, they failed. I do not feel any "war is hell" or losses presense in ME3 (especially there), there is no scale, no timeline (fluid one), there is even no background "noise". It's empty. It's look like mock-up - from afar it looks like what you (and they) describing, but if you begin to look closely, it all folds down like house of cards. There is no despair and hopelessness atmosphere there. Am I suppose to believe those mannequins standing there and trying to depict a tragedy of galactic scale? Well, I worked with miniatures and dioramas. They felt about as real as ME3's "extras". Those very few voiced-over doesn't change the picture - be that guy at lower docks whose voice resembles Jacob's, those medics on Presidium, with female's voice resembling Tali's, or that doctor in hospital, talking to a wounded guy, whose voice sounds like it's Ashley's... Or that girl, whose parents are lost, or "hint" on Hillary, who could be Joker's sister (wonderful galaxy - 11 billions of humans, yet only one named Hillary, well, I guess Clinton is not popular in future)...
If they were so low on funds (probably shouldn't spent all of them on trailers in first place) to hire professional VO for "extras" (I doubt, although I do not have exact numbers spent on ME3, brief search for VO-related topics indicates it shouldn't be that expensive and prohibitive for budget of small canadian studio). And even if it is, renting VO studio is not that expensive, so they easily could gather all BW employers to add more of background VO. Oh, they are not professional actors? Are all people professional actors? Are all people has perfect diction and "high speech"? What's the problem - add "noise", add life to all those refugees. Add clamor, grumble, murmur, whatever - make them alive. Don't make them blink, there are only few maniacs like me who likes to explore. But don't let them just stand there silent. Curses, prayers, moaning, cryes, arguments, begging, fights, caughs, call of help, attempts to calm people down, eating (up to that noise spoon made, when scratches tin can), discussions - like soldiers, who discusses situation on fronts or just trying to pick up news during quick snack on relocation, or LEOs discussing unrest, dwingling supplies, thefts, rape, kidnapping, complains, possibility of contagion among refugees...
They shouldn't be all distinctly clear, like those rare existing one - that's why they feel so unnatural, there should be noise. A lot of it. What we have instead? Empty, sterile environment. Do I believe that? Nuh-uh.
Since many people despise word "forced", I'll use "brought on us by artistic integrity".
And by all means, make them move! Preferably not like that asari in yellow dress in ME1, in presidium, near Reception, who just walks here and there and that wasn't resembling "waiting" pattern. At least from human perspective. Image IPB

No need to object that I should change sound settings or hardware. I did that. I can't hear something what's not there. Well, I can, but that requires artistic integrity certain substances, used to expand conscience. 

So as much as I'd like to agree with you, I cannot, because then we both be wrong.
ME3 is not "100% perfect till cat-a-lust", it looks more like alpha build. And might I add - most expensive alpha I ever played. With worst horrible support, by the way.

Obviously I can go and go on things I didn't get during my perceiving, but when I did that before, I was told "it's just the game". Okay, maybe it's just the game, why whirl up being that offendedImage IPB and ban for "disrespect" then? It's just words about just the game, no?

Modifié par Rudy Lis, 18 février 2013 - 11:58 .


#170
Seifer006

Seifer006
  • Members
  • 5 341 messages
sorry Iggy but

I had given much to Bioware in the past on making numerous threads of returning Squad mates from Wrex - Zaeed (RIP Robin Sachs)

to hoping for more Krogan (everyone knows me that I'm the biggest Wrex/Zaeed/Wreav fan) and when they released Omega DLC, it showed Bioware had not listened to not only my threads on the whole Aria (Aleena) reunion with Wrex but also not having a Krogan back on the Normandy. Omega would have been perfect to have a new squad mate.

whether it be Krogan or Batarian (hell even elcor) but Omega was very poor done IMO so I decided to make my decision as Bioware isn't going to flush out much for this next DLC...

Will this next DLC be good? Oh yes I believe it will be. But for those who are expecting to have returning squad mates (HIGHLY doubt it) since it's a DLC and not a game. Maybe they'll bring back Jack...Kaiden is already confirmed to return so he'll get more dialogue but: Miranda, Samara, Zaeed (RIP) , Wrex (Wreav) Grunt, Thane etc... yeah I see no return on those. Again it's a DLC not a whole-game

either case man I'm just being a realist

#171
Seifer006

Seifer006
  • Members
  • 5 341 messages
I love to see Harbinger return. I'm a huge Harbinger fan (i have threads on him wanting his return) I do have hopes for Harbinger return since I don't see why they brought back Keith for the Retaliation trailer for MP. This was after the release of Omega so it sounded like they were already at work in having this DLC with Harbinger making his comeback appearance :DDDDDDDDDDDDDD

#172
AlanC9

AlanC9
  • Members
  • 35 618 messages

Rudy Lis wrote...
As you know, I agree with your general stance over ME storylines, but as I perceived them, they failed. I do not feel any "war is hell" or losses presense in ME3 (especially there), there is no scale, no timeline (fluid one), there is even no background "noise". It's empty. It's look like mock-up - from afar it looks like what you (and they) describing, but if you begin to look closely, it all folds down like house of cards. There is no despair and hopelessness atmosphere there.


What would you have needed for this aspect to work? I thought ME3 did OK with this; but that might be because I'm comparing it to DA:O, which had a similar plot but botched this aspect completely.

Those very few voiced-over doesn't change the picture - be that guy at lower docks whose voice resembles Jacob's, those medics on Presidium, with female's voice resembling Tali's, or that doctor in hospital, talking to a wounded guy, whose voice sounds like it's Ashley's...


Were you maybe playing a badly dubbed version? I don't hear any such similarities in mine.

#173
Dragoonlordz

Dragoonlordz
  • Members
  • 9 920 messages

Rudy Lis wrote...

It's more like voice in the wilderness now. I'm just curios, why all that mass insanity effect with "bitter-sweetness"? Devs got tired of corny happyendings and all of a sudden, out of blue and decided they need to kill someone who is not bad guy and not just seventeenth pikeman in twenty fifth row and caught new trend - bittersweet? Oh my gosh, it that contagious? Is HAZMAT notified? Judging on size of that epidemic outbreak, we may be in danger too!
So no, I do not expect anything great from DLC, aside from fixing most obvious bugs (some dating back to March 2012Image IPB), trying to improve storytelling and absense of  Sisyphean attempts to fix holey blanket with holey patches and rotten threads (yeah, I mean seafood DLC and idee fixe to brought us happiness through "AK-47 printed circuit boards for everyone"). But I know they wont, so, like I said, voice in the wilderness.


The way I see it is even taking into account the few games that spring to mind that have a darker or less than happy ending of late, it is still vastly outnumbered by those with happy endings and heros striding off into sunset happy every after. It is not a bad thing to have the hills not alive with sound of music from time to time at the end of a game, in fact I prefer more did such because the ratio between those that do and those that do not is still far too much in the side of those with happy endings.

Well, from my point of view (I haven't played Jade Empire), problem with different IPs that they are not that different. I mean what difference between who is protagonist - monk, anyone, one of two main antagonists in game or some guy I should take as officer, if templates are the same? Universes are different, dresses are different, VO sometimes different, but overall idea is so similarly the same? *read with voice of that omnipresent announcer, apparently suffering from antritis and running nose* Protagonist pursuing the bad guy only to learn that bad guy is just underling and bad guy is "great auld evol"/his teacher/himself/another great old evil, apparently stolen inspired by Star Control. Saving the world comes with the territory.


The difference I am referring to is not just story and characters alone, but narrative approach (for example if you recall from my review of DA2 the difference between first person and third person role playing section), game mechanics and gameplay systems more so including genre types.

To tell the truth, skills, perks, equipment - are not sign of RPG to me. You can choose equipment in Battlefield 3 - is that RPG (unless that RPG-7)? Or some "perks", allegedly added in Call of Duty series (haven't played so dunno), do they turn CoD into RPG? Branching dialogues - do they mean something (i.e. offer different outcomes), or just depends whether or not your scars going to heal themselves or you go all fu-bar? Same for branching storylines, depends on scale of branch. If John Doe is replaced with James Dork, just because someone didn't wanted us to miss something...


This aspect goes back to my definitions of what an RPG could mean, either A) Playing a role. B) RPG Elements.

I have mentioned in past these are the only two I consider valid ways to judge what is an is not an RPG, I consider A) to have such a broad scope that it invalidates it as a method because almost every game you play the role of someone or something. B) is the one I consider to be my personal benchmark and that no game is an RPG per se merely a game with RPG elements. The quality of those elements make no difference to my classification, their pressence is all that is required. It could have good RPG elements or bad ones but if it has them then it has RPG elements still regardless of good or bad. Such elements as skill, equipment or character customisation, dialogue choices, branching plot lines based on choices or actions etc etc. BF3 is a FPS with some RPG elements as is Blops2, ME is a third person shooter with RPG elements and so on. Now it is possible I guess that when a title has enough of those elements you can then refer to it as RPG but to me will also just be a game with RPG elements.

Slight derailment, though - I've heard good relations about Metal Gear Solid series (and japanese games in general, from storyline perspective (and *sniff* animation)), but because of my incompatibility with gamepads I cannot experience it myself and don't have patience to watch through all of them. Do have they additional accents or topics/themes added? From what I've heard, Kojima is praised for that.


Asian games tend to have more happy ever after type endings than western games I feel but all depends on how many and which ones play I guess as with most things, experience with them makes one biased to a different perspective dependant on which have played and how many. The themes are different but only by way of how visceral I guess, sort of hard to put into words but bit like the level of expression and presentation is more blatent, sometimes quite over the top so. But thats mostly down to culture and historic differences. The real problem is that there are millions of stories already in existance whether thats in book format, games or movies so in order to not use same themes would be pretty much an impossiblity at this stage. Every story will have some form of reference or possible comparrison to some others that came before now in this day and age because the sheer quantity of stories out there and themes is so vast pre-existing that coming up with something 100% original is next to impossible.

As you know, I agree with your general stance over ME storylines, but as I perceived them, they failed. I do not feel any "war is hell" or losses presense in ME3 (especially there), there is no scale, no timeline (fluid one), there is even no background "noise". It's empty. It's look like mock-up - from afar it looks like what you (and they) describing, but if you begin to look closely, it all folds down like house of cards. There is no despair and hopelessness atmosphere there. Am I suppose to believe those mannequins standing there and trying to depict a tragedy of galactic scale? Well, I worked with miniatures and dioramas. They felt about as real as ME3's "extras". Those very few voiced-over doesn't change the picture - be that guy at lower docks whose voice resembles Jacob's, those medics on Presidium, with female's voice resembling Tali's, or that doctor in hospital, talking to a wounded guy, whose voice sounds like it's Ashley's... Or that girl, whose parents are lost, or "hint" on Hillary, who could be Joker's sister (wonderful galaxy - 11 billions of humans, yet only one named Hillary, well, I guess Clinton is not popular in future)...
If they were so low on funds (probably shouldn't spent all of them on trailers in first place) to hire professional VO for "extras" (I doubt, although I do not have exact numbers spent on ME3, brief search for VO-related topics indicates it shouldn't be that expensive and prohibitive for budget of small canadian studio). And even if it is, renting VO studio is not that expensive, so they easily could gather all BW employers to add more of background VO. Oh, they are not professional actors? Are all people professional actors? Are all people has perfect diction and "high speech"? What's the problem - add "noise", add life to all those refugees. Add clamor, grumble, murmur, whatever - make them alive. Don't make them blink, there are only few maniacs like me who likes to explore. But don't let them just stand there silent. Curses, prayers, moaning, cryes, arguments, begging, fights, caughs, call of help, attempts to calm people down, eating (up to that noise spoon made, when scratches tin can), discussions - like soldiers, who discusses situation on fronts or just trying to pick up news during quick snack on relocation, or LEOs discussing unrest, dwingling supplies, thefts, rape, kidnapping, complains, possibility of contagion among refugees...
They shouldn't be all distinctly clear, like those rare existing one - that's why they feel so unnatural, there should be noise. A lot of it. What we have instead? Empty, sterile environment. Do I believe that? Nuh-uh.
Since many people despise word "forced", I'll use "brought on us by artistic integrity".
And by all means, make them move! Preferably not like that asari in yellow dress in ME1, in presidium, near Reception, who just walks here and there and that wasn't resembling "waiting" pattern. At least from human perspective. Image IPB

No need to object that I should change sound settings or hardware. I did that. I can't hear something what's not there. Well, I can, but that requires artistic integrity certain substances, used to expand conscience. 

So as much as I'd like to agree with you, I cannot, because then we both be wrong.
ME3 is not "100% perfect till cat-a-lust", it looks more like alpha build. And might I add - most expensive alpha I ever played. With worst horrible support, by the way.

Obviously I can go and go on things I didn't get during my perceiving, but when I did that before, I was told "it's just the game". Okay, maybe it's just the game, why whirl up being that offendedImage IPB and ban for "disrespect" then? It's just words about just the game, no?


It was not just perception I gained from an individual title but in combination across all three, peice by peice, event by event and from one conversation to the next they all led in combination to my percieved themes. Now like i said, to me the only themes that actually matter as far as telling the story go is the intended ones, it is good when I have the ability to percieve it a different way but I do not think it is right to hold the developer to ransom over my perception of a theme when that theme was never (or might not have been) intended.

For example if I perceived Harry Potter to be a story about a kid with schizophrenia and that it's all in his mind due to dropped on his head as a baby which left a scar, making up this fictional magical world and fictional people in his head due to his illness...I wouldn't then demand that theme be applied to the final film where he should going by my perception of it -him waking up in a mental institute strapped to bed yelling and screaming about flying broomsticks. My perception of what the theme was while might be entertaining, doesn't mean they should change their intended theme to become same as mine.

On a seporate note, I always thought I wrote a lot about things, but you continue to surprise me making mine microscopic in comparrison.

:P

Modifié par Dragoonlordz, 19 février 2013 - 01:26 .


#174
EnvyTB075

EnvyTB075
  • Members
  • 3 108 messages

AlanC9 wrote...

What would you have needed for this aspect to work? I thought ME3 did OK with this; but that might be because I'm comparing it to DA:O, which had a similar plot but botched this aspect completely.


Spec Ops: The Line. No seriously, that ****ing game, nailed it. ME3's attempt at war is hell is so incredibly tame its the entire reason most players feel so disconnected from the whole "Reapers are unbeatable" spiel. To successfully do a "war is hell" story, it has to be personally focused on a "small picture" as Mordin would say.....actually ****, Mordin is the best example ever. ME2 loyalty mission, they way his logical thought processors change when he talks about "big picture" vs "small picture". You simply can't have a story that runs the gambit of many themes, yet constantly comes back to one of hope, and try to turn it into a war story.

You would need to see the slaughter, in graphic detail, for it to work. There was one incredibly weak attempt at the beginning on Thessia, where the Harvester kills those Asari. Thing is it was so poorly animated and the audio was out of sync with the action AND you were so far away from the event that it simply didn't have any effect.

A low EMS ending does more for the "war" feel than anything that precedes it. So much happens "off-screen" and your only exposure is a damned email. Its about as effective as "don't speed" signs on the side of a highway, it registers for a second but it doesn't ever stick.

Modifié par EnvyTB075, 19 février 2013 - 03:14 .


#175
Rudy Lis

Rudy Lis
  • Members
  • 2 097 messages

AlanC9 wrote...

What would you have needed for this aspect to work? I thought ME3 did OK with this; but that might be because I'm comparing it to DA:O, which had a similar plot but botched this aspect completely.


I thought it was pretty self-explanatory - crowd looks like theatrical scenery, complitely lack of any signs of life (and they don't blink, yes). I do not mean scenery itself, with eternally burning and crushed something after Cerberus' raid on Citatel (Helgen burns forever too, no?).
Since engine (or people who work with) sucks royally and sideways, graphics-only usage is limited or not available completely. To add "life" or to "animate" crowd you need to, ahem, well, animate it and give them voice. I already told general opinion on voice (or lack thereof ingame), so let's concentrate on animation.
Same people, standing in same places (or walking between same two points - wave that asari in yellow), in same poses or doing same gestures no matter what you do and when you came looks pretty much unnatural. Like dolls or mannequins. Existing amount of animation is not enough (hands rubbing move was fine for Tali with her palms, on Hackett it looks odd, Udina style "I touch my chin" also abused). That's why it looks like fake - remember Home Alone silhouettes on curtains? Or Witcher 1 before enhanced edition patch was applied? Poles did that. For free. Without relying on artistic integrity. Canadians Ukranians cannot?

No need to tell me about time or money constraints, I don't buy it. 

Scale and timeline will require digging up old threads, up to one year old or translating my notes and I do not have time, nor wish (since search function here sucks) to do so. Not sure it is necessary, because If memory serves, you was present in old "Trial" thread and it was you who marked my suggestions as unnecessary, since you understood everything and had no need to know that. 

Well, I didn't.
Let's take a closer look on very beginning of ME3. 
Via "defense committee" and Anderson/Hacket conversation they try to tell us about something massive approaching. Why not show that on radar screen? Why not show "pre-invasion" condition: well-lit map, with well-lit spheres indicating occupied planets, with dotted lines, indicating established relay routes, tiny threads of comm-buoys connection lines, small triangles, rectangulars and boxes, indicating traveling ships. Sunshine and bunnies. And show us the timestamp somewhere, just for reference.

And then, during Anderson/Hackett conversation, show us that "oh, crap!" moment, when out of blue black, natural big ****ing wall of something massive appears, begins to advance slowly, but relentlessly, extinguishing every glowing object on the map. And don't forget to adjust timestamps as well.
Defense committee told us about lost connection (or whatever) with colonies. How fast that happened? 5 minutes, 5 hours, 5 days, 5 weeks? Where all those 330 millions of alliance servicemen are stationed and by what means they are transpored and supplied (yeah, I remember Marie Durand and related quests with drone ships), if quarian fleet, capable to carry only 17 mlns appears to be very helpful?
Why build that microphone/umbrella hybrid and not build more Liberty Athabaska or whatever freighters if you need them? How long it will take to build a ship (and how many shipyards are still functioning and how come Reapers are so nice so they managed to miss Crucible construction site)? If Dreadnought is built for a year and, say, WWII battleships took 3 years, then, supposedly, "space Liberty" can be built within 24/3=8 days. How long will it take to reach quarians and help them? 
And where the hell Cerberus got their ships (apparently there are more than two), lend lease from Alliance (two PMCs fighting between each other?)? Even if I'm to believe "chipping" untrained civilians somehow turns them to best fighting force in the galaxy (Shepard VS Cerberus ~600:0, yeah, sure, best fighting force, what this says about everyone else?)...

Those are just few examples of "suspense of disbelief" where it fails for me. Too much BS to ignore.
 

AlanC9 wrote...

Were you maybe playing a badly dubbed version? I don't hear any such similarities in mine.


Dubs? Dubs sucks here, because we have about 2.5 good actors and they are usually used in each and every game and movie, so if you going to play localized, you'll have mind melt, because same voices are everywhere. So if there is only localized version, I do not buy it.
I played English DD, "only in Origin". Of course I could be wrong, I'm merely a human after all, without any artistic integrity to hide behind, but doesn't that "clerk" who "unlocks" Shepard's VI sounds like Kasumi or that wounded quarian technician on Rannoch sounds like Kaidan? I do not mention spirit of Corporal Jenkings, present on Academy grounds.
No? Really? My concussion plays jokes on me, then.


Dragoonlordz wrote...

The way I see it is even taking into account the few games that spring to mind that have a darker or less than happy ending of late, it is still vastly outnumbered by those with happy endings and heros striding off into sunset happy every after. It is not a bad thing to have the hills not alive with sound of music from time to time at the end of a game, in fact I prefer more did such because the ratio between those that do and those that do not is still far too much in the side of those with happy endings.


Friend, it's not about endingImage IPB. Protagonist's death doesn't make ending or game itself worse or better, or good, or bad. Storytelling does. For me, at least.
So ME3 ending is not "dark" from my point of view (just because Shepard is dead, nor for any other reason), it's just on par with major part of the remaning game - so-so (at best). As I said before, there are too much elements making game completely unbelievable for me. And if I cannot believe what's going on on screen... Well, let's say it's hard to find three wise thoughts, hidden within million words length book of nonsense. Same here.
As you know, I don't mind "dark" endings, or "sacrifice" (if presented properly), or general lack of happy ending, or attempt to raise some issues we discussed earlier. That is good and I'm fully up for it, if it accompanied by proper narrative. But present it normally, not like "leviathan, catalyst, sinthesys, obey!"
When all "darkness" limited to "those are bad guys, we gave them distinct look so you should have less problems aiming" and "protagonist dies" (I also didn't bought EC, since it's same chewing gum, only longerImage IPB) and such trends became massive, all I can see is helluva inertiality, herd behavior and lack of imagination.


Dragoonlordz wrote...

The difference I am referring to is not just story and characters alone, but narrative approach (for example if you recall from my review of DA2 the difference between first person and third person role playing section), game mechanics and gameplay systems more so including genre types.


I remember that, but still can't force myself to deal with DA2 combat anims, they just off, so I cannot use DA2 referrals, because I haven't experienced them myself yet. Generally I have no problems with that approach (and I think it will be interesting to look at same events but from two different points of view with different approaches you mentioned). But if limit myself to ME-only, I think narrative was decaying progressively.


Dragoonlordz wrote...

This aspect goes back to my definitions of what an RPG could mean, either A) Playing a role. B) RPG Elements.

I have mentioned in past these are the only two I consider valid ways to judge what is an is not an RPG, I consider A) to have such a broad scope that it invalidates it as a method because almost every game you play the role of someone or something. B) is the one I consider to be my personal benchmark and that no game is an RPG per se merely a game with RPG elements. The quality of those elements make no difference to my classification, their pressence is all that is required. It could have good RPG elements or bad ones but if it has them then it has RPG elements still regardless of good or bad. Such elements as skill, equipment or character customisation, dialogue choices, branching plot lines based on choices or actions etc etc. BF3 is a FPS with some RPG elements as is Blops2, ME is a third person shooter with RPG elements and so on. Now it is possible I guess that when a title has enough of those elements you can then refer to it as RPG but to me will also just be a game with RPG elements.


There are so many games with so called "RPG elements" so it makes you wonder, how much from RPG those games acrually have and what the hell RPG itself is?
I'd say games are either skill-based or progress-based. In progress-based game you basically nothing at very beginning, unless you get decent level-up and either skills allowing to pwn everything, or equipment, or both. Player's skills here are basically irrelevant, unless we compare two identical builds. In skill-based game, everthing depends on player's skills, and, in some cases, his character's skills (limiting player's abilities to use metagaming).
For example, counter-strike mostly skill-based game, of course, having cash advantage may shift balance toward less-skilled player, but not that much. Trine series (to some extent - Lost Vikings) is example of skill-based game where character's skills limits player's performance (in co-op, in single you can just swap characters instantly). Should you play as thief, you'll never be able to use shield to block incoming projectiles or blows. From "RPG" perspective, language skills (or, I don't know, Jagged Alliance 0-skill) comes to mind - if your character has no knowledge on subject, like "foreign" language, or, JA-based has skill at 0, he'll fail. And even if you know what to do, your character does not.
Majority of other games are progress-based. Be that latest CoD or BF3, where "growing up" gives you more perks, or my favorite Fallout series, practically anything, where without certain skills at certain levels, certain equipment - you practically cannon fodder. In some games progress is limited, in some - it is nearly eternal (yeah, yeah, I remember Diablo 2 race to lvl 99Image IPB). Of course, sooner or later majority of progress-based games (when everything is unlocked) turn closer to skill-based, but at this point skill already means little, unless that's MP game (world of tanks anyone?).
But what really saddens me, is copious amount of player-centered games, where nothing happens without player. I'd prefer to see more games where player is just drop in the ocean. Like Space Rangers, where, on easier difficulties, other rangers (NPCs) could win the war all by themselves. Imagine that in ME - "while Shepard was busy, cuddling his put_LI_name_here, forces of galaxy...." Image IPB


Dragoonlordz wrote...

Asian games tend to have more happy ever after type endings than western games I feel but all depends on how many and which ones play I guess as with most things, experience with them makes one biased to a different perspective dependant on which have played and how many. The themes are different but only by way of how visceral I guess, sort of hard to put into words but bit like the level of expression and presentation is more blatent, sometimes quite over the top so. But thats mostly down to culture and historic differences. The real problem is that there are millions of stories already in existance whether thats in book format, games or movies so in order to not use same themes would be pretty much an impossiblity at this stage. Every story will have some form of reference or possible comparrison to some others that came before now in this day and age because the sheer quantity of stories out there and themes is so vast pre-existing that coming up with something 100% original is next to impossible.


I don't mean happy ending, I mean narrating through game itself. From what I've heard, asian games usually pay more attention to story (and the way they narrate it, even in games where we, PC folk, generally are not accustomed to see any story at all). And from what I've seen - to animation. As much as bad was Resident Evil 4 PC port, animations were wonderful. Especially for game dated back that old. And how Leon loaded Mauser C-96... Image IPB
As for reference part, despite "infusion" between folklores, interpenetration of cultures, creating sort of "novelty effect" in perceiving storyline, good narrative is still mandatory.
Because from my point of view, even if story already being told, even if you know it well, but experiencing "new" version of it (or "based upon" (not just stupid remake, puhleeze, stahp!)), good narrative will greatly improve impression you'll have from game. Simply put, copying should be done wisely. If you got only hints on where you seen that before, that's, probably, wise copy. If you burst out laughing seeing something presented as "breakthrough", which you've seen that very thing several years earlier and can easily identify it, well, probably copypasting was done bad.


I

Dragoonlordz wrote...

t was not just perception I gained from an individual title but in combination across all three, peice by peice, event by event and from one conversation to the next they all led in combination to my percieved themes. Now like i said, to me the only themes that actually matter as far as telling the story go is the intended ones, it is good when I have the ability to percieve it a different way but I do not think it is right to hold the developer to ransom over my perception of a theme when that theme was never (or might not have been) intended.


To be honest, "trilogy" impressed me more like "coleslaw", or mishmash. Yes, there is a greater good "great menace leitmotif" going through series, also there are attempts to raise some issues, but again, as sad as it sounds, from my perspective ME narrative just mark time.
Such style could work for KotoR back in 2003, but not half decade later (and in completely different universe). That what I meant, generally, when I criticized narrative and storytelling. No need to tell me I can't see forest for the trees, that's not forest, that's windbreak. Image IPB
Technologies changed, now they allow you to create realisticly looking, feeling and believable world (well, Piranha bytes made that back in 2001 in Gothic (yeah, where's your Morrowind now, Bethesda?)), world you want to live in (or, actually, not, since we talk about "dark" gamesImage IPB). But what we have? GDC conferense - realistic sex in games. *sniff* Very grown up, very adult. Oh, well, maybe game industry is just full of hypocrites, who create games marked M/18+, but created for 14+, who knows. *shrugs*


Dragoonlordz wrote...

For example if I perceived Harry Potter to be a story about a kid with schizophrenia and that it's all in his mind due to dropped on his head as a baby which left a scar, making up this fictional magical world and fictional people in his head due to his illness...I wouldn't then demand that theme be applied to the final film where he should going by my perception of it -him waking up in a mental institute strapped to bed yelling and screaming about flying broomsticks. My perception of what the theme was while might be entertaining, doesn't mean they should change their intended theme to become same as mine.


You know, you first person who made me want to read HP books. Image IPB Probably I'll even give it a try.

Under this light, ME is a hallucination some drug dealer had, after he got LSD leakage and he went outside to smoke out a fa cigarette.


Dragoonlordz wrote...

On a seporate note, I always thought I wrote a lot about things, but you continue to surprise me making mine microscopic in comparrison.

Image IPB


You inspire me to improve. Image IPB